FixedStepTimerAccumulatedTime Property |
Namespace: DigitalRune.Game.Timing
The timer accumulates the time in AccumulatedTime until at least StepSize seconds have passed before a new time step (TimeChanged event) is performed. During a TimeChanged event AccumulatedTime is zero if exactly StepSize seconds have passed since the last TimeChanged event. If more time has passed, AccumulatedTime contains the exceeding time. AccumulatedTime is always less than StepSize.
During Idle events, AccumulatedTime is equal to the elapsed time since the last TimeChanged event, and following is true: AccumulatedTime + IdleTime = StepSize.